The 'simple_N.dds' is stored with BC5 block compression but as DXGI file format with an extended header (FourCC: 'DX10'). Does ManiaPlanet support this file format? I have expected 'ATI2' as FourCC.jojoba007 wrote:Here is the zip. http://www.robwillemse.net/simplejump.zip
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Re: Custom Objects Specifications
Re: Custom Objects Specifications
I'll see if i can make you a little tutorial tonightAtomic.Boi wrote:If be serious, I understood nothing here... Maybe I've missed something... hey guys , explain to a noob at modeling blocks, please.![]()
1) If I got Maniaplanet.exe at D:/ , the folder "WorkBlocks/Canyon/***/" must be on C:/ or on D:/ too?
2) For example I want to make a simple fence for dirt tracks and I called my ".max" file as "Fence1.max" and want is exported to "F1.FBX" () with "Fence1_D(_S and _N).dds"s . In 3dsMax, do I need to name the mesh as "***_Lod0" or "_Lod0", and if first, "***" must be a "_TDSN_MetalPlate_Ice"? (question what to put on the "MetalPlate" too...)
3) Does game crashes when using custom block with TM2Unlimiter?
4) Is "NotCollidable" means "DriveThrough"?
5) Also, before exporting, am I need to create both UV maps as like modifiers? ("Material" and "LightMap".)
6) Maxbox is still left as like for cars?
, maybe tomorrow because i'm a bit busy tonight.
Re: Custom Objects Specifications
Is it possible to use an alphamap on the models. In Max the palmtree renders with the alpha applied.
But in the editor it doesnt seem to work

But in the editor it doesnt seem to work


- phil13hebert
- Posts: 564
- Joined: 29 Oct 2011, 14:11
- Location: Québec
Re: Custom Objects Specifications
That would be really nice. I hope that you'll take time to do a tutorial.jojoba007 wrote:I'll see if i can make you a little tutorial tonightAtomic.Boi wrote:If be serious, I understood nothing here... Maybe I've missed something... hey guys , explain to a noob at modeling blocks, please.![]()
1) If I got Maniaplanet.exe at D:/ , the folder "WorkBlocks/Canyon/***/" must be on C:/ or on D:/ too?
2) For example I want to make a simple fence for dirt tracks and I called my ".max" file as "Fence1.max" and want is exported to "F1.FBX" () with "Fence1_D(_S and _N).dds"s . In 3dsMax, do I need to name the mesh as "***_Lod0" or "_Lod0", and if first, "***" must be a "_TDSN_MetalPlate_Ice"? (question what to put on the "MetalPlate" too...)
3) Does game crashes when using custom block with TM2Unlimiter?
4) Is "NotCollidable" means "DriveThrough"?
5) Also, before exporting, am I need to create both UV maps as like modifiers? ("Material" and "LightMap".)
6) Maxbox is still left as like for cars?
, maybe tomorrow because i'm a bit busy tonight.
I know how to do most of things, but I don't know how UV map works. I'm looking forward for your tutorial

OS: Windows 7 64 bit
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
Re: Custom Objects Specifications
isnt the alphachannel in tm2 grey ? (at least with cars it is like that i think.)
jojoba007 wrote:Is it possible to use an alphamap on the models. In Max the palmtree renders with the alpha applied.
But in the editor it doesnt seem to work![]()
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Re: Custom Objects Specifications
Hi,
We'll add support for binary alpha (ie only white or black pixels in alpha channel)
There won't traslucent alpha, since it's only partially supported, and generates artifacts.
We'll add support for binary alpha (ie only white or black pixels in alpha channel)
There won't traslucent alpha, since it's only partially supported, and generates artifacts.
Re: Custom Objects Specifications
I finished making the videoturorial for importing objects, but I'll have to convert it to a h264 compression to put it on youtube. This I will do tomorrow because its late and I have to go out of bed earlyphil13hebert wrote:That would be really nice. I hope that you'll take time to do a tutorial.jojoba007 wrote:I'll see if i can make you a little tutorial tonightAtomic.Boi wrote:If be serious, I understood nothing here... Maybe I've missed something... hey guys , explain to a noob at modeling blocks, please.![]()
1) If I got Maniaplanet.exe at D:/ , the folder "WorkBlocks/Canyon/***/" must be on C:/ or on D:/ too?
2) For example I want to make a simple fence for dirt tracks and I called my ".max" file as "Fence1.max" and want is exported to "F1.FBX" () with "Fence1_D(_S and _N).dds"s . In 3dsMax, do I need to name the mesh as "***_Lod0" or "_Lod0", and if first, "***" must be a "_TDSN_MetalPlate_Ice"? (question what to put on the "MetalPlate" too...)
3) Does game crashes when using custom block with TM2Unlimiter?
4) Is "NotCollidable" means "DriveThrough"?
5) Also, before exporting, am I need to create both UV maps as like modifiers? ("Material" and "LightMap".)
6) Maxbox is still left as like for cars?
, maybe tomorrow because i'm a bit busy tonight.
I know how to do most of things, but I don't know how UV map works. I'm looking forward for your tutorial


- phil13hebert
- Posts: 564
- Joined: 29 Oct 2011, 14:11
- Location: Québec
Re: Custom Objects Specifications
Ok nice ! I succesfully imported an object in-game, but I'm sure that your tutorial will help.jojoba007 wrote: I finished making the videoturorial for importing objects, but I'll have to convert it to a h264 compression to put it on youtube. This I will do tomorrow because its late and I have to go out of bed early. Expect the video to be ready tomorrow in the evening

But now, I have a strange problem that I don't know how to fix

Here's what my block looks like in 3ds max :
*image removed*
And here's my block in Tm2 :
*image removed*
How can I do to put my block on the right side ? Can you help me please ?
Because I tried everything that I thought of and my problem persists.
Last edited by phil13hebert on 29 Sep 2012, 02:56, edited 1 time in total.
OS: Windows 7 64 bit
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
Re: Custom Objects Specifications
phil13hebert : il y a longtemps que j'ai pas utilisé 3ds ou autre, mais il me semble que "Reset XForm" résout se problème 

- phil13hebert
- Posts: 564
- Joined: 29 Oct 2011, 14:11
- Location: Québec
Re: Custom Objects Specifications
Ha ouispaii wrote:phil13hebert : il y a longtemps que j'ai pas utilisé 3ds ou autre, mais il me semble que "Reset XForm" résout se problème

J'essaie et je reviens avec ça. Merci !
Edit : Non, ça n'a pas fonctionné malheureusement

OS: Windows 7 64 bit
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
CPU: Intel Core i7 3770 @ 3.40Ghz
RAM: 8GB DDR3 798MHz
GPU: Nvidia GeForce GTX 660 1536MB
Motherboard: Intel 0KM92T
Sound: 7.1
Peripherals: Logitech G510, SteelSeries sensei raw, Corsair vengeance 1500
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